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<blockquote data-quote="kenada" data-source="post: 8536003" data-attributes="member: 70468"><p>I have a copy of the Forbidden Lands quickstart rules, though I’ve just scanned through them. One of the things I saw that I liked was having the players roll for things. One of the things I didn’t like running PF2 was the amount of secret rolls I’d end up making as a GM for Sense Direction and the like. I was still pretty heavily influenced by the Alexandrian’s procedure, but it was just so incredibly tedious.</p><p></p><p>The big problem I really wanted to solve was making tracking progress while exploring easy. That’s why the time-based version is so nice. I use a time-tracking sheet to track resources. Exploration is just a 4 by 6 grid of squares that I check off as the day progresses. I group the squares to determine hex progress. It’s very amenable to mental math, which is not the Alexandrian’s method does very well (especially if you use the tons of little modifiers).</p><p></p><p>Another idea I got from Gavin Norman is using a simple event roll instead of wandering monsters. Events have a singular table, and they’re weighted towards having interesting things versus not. While exploring, you’ll encounter landmarks and trails and stuff along with creatures. Events are rolled three times a day and occur much more frequently than random encounter checks with results did. The Alexandrian’s method has you rolling six times per day, and possibly three or four times per 1 (to determine location versus monster, then lair vs. trail vs. creature, then percentile roll for the result).</p><p></p><p>I also experimented with using the same structure in dungeon exploration. <em>Halls of the Blood King</em> had a d12-based table for random encounters. I just rolled a d20 every turn. For future dungeons, I’m thinking of using something like the following. This is just a template. The event stuff would probably be filled in with actual events. The idea is to roll every turn to keep things dynamic. The different versions are for whether the PCs are being careful or making noise (or were caught).</p><p></p><table style='width: 100%'><tr><td><strong>d12</strong></td><td><strong>Regular</strong></td><td><strong>High Alert</strong></td></tr><tr><td>1</td><td>nothing</td><td>nothing</td></tr><tr><td>2</td><td>nothing</td><td>nothing</td></tr><tr><td>3</td><td>nothing</td><td>nothing</td></tr><tr><td>4</td><td>nothing</td><td>nothing</td></tr><tr><td>5</td><td>nothing</td><td>foreshadowing</td></tr><tr><td>6</td><td>foreshadowing</td><td>foreshadowing</td></tr><tr><td>7</td><td>foreshadowing</td><td>event</td></tr><tr><td>8</td><td>event</td><td>event</td></tr><tr><td>9</td><td>event</td><td>encounter</td></tr><tr><td>10</td><td>event</td><td>encounter</td></tr><tr><td>11</td><td>encounter</td><td>encounter</td></tr><tr><td>12</td><td>encounter</td><td>encounter</td></tr></table></blockquote><p></p>
[QUOTE="kenada, post: 8536003, member: 70468"] I have a copy of the Forbidden Lands quickstart rules, though I’ve just scanned through them. One of the things I saw that I liked was having the players roll for things. One of the things I didn’t like running PF2 was the amount of secret rolls I’d end up making as a GM for Sense Direction and the like. I was still pretty heavily influenced by the Alexandrian’s procedure, but it was just so incredibly tedious. The big problem I really wanted to solve was making tracking progress while exploring easy. That’s why the time-based version is so nice. I use a time-tracking sheet to track resources. Exploration is just a 4 by 6 grid of squares that I check off as the day progresses. I group the squares to determine hex progress. It’s very amenable to mental math, which is not the Alexandrian’s method does very well (especially if you use the tons of little modifiers). Another idea I got from Gavin Norman is using a simple event roll instead of wandering monsters. Events have a singular table, and they’re weighted towards having interesting things versus not. While exploring, you’ll encounter landmarks and trails and stuff along with creatures. Events are rolled three times a day and occur much more frequently than random encounter checks with results did. The Alexandrian’s method has you rolling six times per day, and possibly three or four times per 1 (to determine location versus monster, then lair vs. trail vs. creature, then percentile roll for the result). I also experimented with using the same structure in dungeon exploration. [I]Halls of the Blood King[/I] had a d12-based table for random encounters. I just rolled a d20 every turn. For future dungeons, I’m thinking of using something like the following. This is just a template. The event stuff would probably be filled in with actual events. The idea is to roll every turn to keep things dynamic. The different versions are for whether the PCs are being careful or making noise (or were caught). [TABLE] [TR] [TD][B]d12[/B][/TD] [TD][B]Regular[/B][/TD] [TD][B]High Alert[/B][/TD] [/TR] [TR] [TD]1[/TD] [TD]nothing[/TD] [TD]nothing[/TD] [/TR] [TR] [TD]2[/TD] [TD]nothing[/TD] [TD]nothing[/TD] [/TR] [TR] [TD]3[/TD] [TD]nothing[/TD] [TD]nothing[/TD] [/TR] [TR] [TD]4[/TD] [TD]nothing[/TD] [TD]nothing[/TD] [/TR] [TR] [TD]5[/TD] [TD]nothing[/TD] [TD]foreshadowing[/TD] [/TR] [TR] [TD]6[/TD] [TD]foreshadowing[/TD] [TD]foreshadowing[/TD] [/TR] [TR] [TD]7[/TD] [TD]foreshadowing[/TD] [TD]event[/TD] [/TR] [TR] [TD]8[/TD] [TD]event[/TD] [TD]event[/TD] [/TR] [TR] [TD]9[/TD] [TD]event[/TD] [TD]encounter[/TD] [/TR] [TR] [TD]10[/TD] [TD]event[/TD] [TD]encounter[/TD] [/TR] [TR] [TD]11[/TD] [TD]encounter[/TD] [TD]encounter[/TD] [/TR] [TR] [TD]12[/TD] [TD]encounter[/TD] [TD]encounter[/TD] [/TR] [/TABLE] [/QUOTE]
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